Clean up resolution fallback logic

Add video settings for G400
Working on composited text
This commit is contained in:
Chris Danford
2003-06-05 19:29:27 +00:00
parent 43819f68c6
commit 428d560a6b
31 changed files with 602 additions and 310 deletions
+64 -39
View File
@@ -24,6 +24,8 @@
#include "GameManager.h"
#include "FontCharmaps.h"
#include "FontCharAliases.h"
#include "SDL_video.h"
#include "SDL_image.h"
/* Last private-use Unicode character: */
const wchar_t Font::DEFAULT_GLYPH = 0xF8FF;
@@ -31,6 +33,7 @@ const wchar_t Font::DEFAULT_GLYPH = 0xF8FF;
FontPage::FontPage()
{
m_pTexture = NULL;
m_pSurface = NULL;
}
void FontPage::Load( FontPageSettings cfg )
@@ -42,7 +45,10 @@ void FontPage::Load( FontPageSettings cfg )
ID.bStretch = true;
m_pTexture = TEXTUREMAN->LoadTexture( ID );
ASSERT( m_pTexture != NULL );
ASSERT( m_pTexture );
m_pSurface = IMG_Load( ID.filename );
ASSERT( m_pSurface );
// load character widths
vector<int> FrameWidths;
@@ -110,49 +116,64 @@ void FontPage::Load( FontPageSettings cfg )
void FontPage::SetTextureCoords(const vector<int> &widths)
{
for(int i = 0; i < m_pTexture->GetNumFrames(); ++i)
for(int y = 0; y < m_pTexture->GetFramesHigh(); ++y)
{
glyph g;
g.fp = this;
/* Make a copy of each texture rect, reducing each to the actual dimensions
* of the character (most characters don't take a full block). */
g.rect = *m_pTexture->GetTextureCoordRect(i);;
/* Set the width and height to the width and line spacing, respectively. */
g.width = float(widths[i]);
g.height = float(m_pTexture->GetSourceFrameHeight());
/* By default, advance one pixel more than the width. (This could be
* an option.) */
g.hadvance = int(g.width + 1);
/* Do the same thing with X. Do this by changing the actual rendered
* rect, instead of shifting it, so we don't render more than we need to. */
g.hshift = 0;
for(int x = 0; x < m_pTexture->GetFramesWide(); ++x)
{
int iPixelsToChopOff = m_pTexture->GetSourceFrameWidth() - widths[i];
if((iPixelsToChopOff % 2) == 1)
int i = y*m_pTexture->GetFramesHigh() + x;
glyph g;
g.fp = this;
/* Make a copy of each texture rect, reducing each to the actual dimensions
* of the character (most characters don't take a full block). */
g.rect = *m_pTexture->GetTextureCoordRect(i);
g.blitSrc = RectI(
m_pTexture->GetSourceFrameWidth()*x,
m_pTexture->GetSourceFrameHeight()*y,
m_pTexture->GetSourceFrameWidth()*(x+1),
m_pTexture->GetSourceFrameHeight()*(y+1) );
/* Set the width and height to the width and line spacing, respectively. */
g.width = float(widths[i]);
g.height = float(m_pTexture->GetSourceFrameHeight());
/* By default, advance one pixel more than the width. (This could be
* an option.) */
g.hadvance = int(g.width + 1);
/* Do the same thing with X. Do this by changing the actual rendered
* rect, instead of shifting it, so we don't render more than we need to. */
g.hshift = 0;
{
/* We don't want to chop off an odd number of pixels, since that'll
* put our texture coordinates between texels and make things blurrier.
* Note that, since we set hadvance above, this merely expands what
* we render; it doesn't advance the cursor further. So, glyphs
* that have an odd width should err to being a pixel offcenter left,
* not right. */
iPixelsToChopOff--;
g.width++;
int iPixelsToChopOff = m_pTexture->GetSourceFrameWidth() - widths[i];
if((iPixelsToChopOff % 2) == 1)
{
/* We don't want to chop off an odd number of pixels, since that'll
* put our texture coordinates between texels and make things blurrier.
* Note that, since we set hadvance above, this merely expands what
* we render; it doesn't advance the cursor further. So, glyphs
* that have an odd width should err to being a pixel offcenter left,
* not right. */
iPixelsToChopOff--;
g.width++;
}
g.blitSrc.left += iPixelsToChopOff/2;
g.blitSrc.right -= iPixelsToChopOff/2;
float fTexCoordsToChopOff = float(iPixelsToChopOff) / m_pTexture->GetSourceWidth();
g.rect.left += fTexCoordsToChopOff/2;
g.rect.right -= fTexCoordsToChopOff/2;
}
float fTexCoordsToChopOff = float(iPixelsToChopOff) / m_pTexture->GetSourceWidth();
g.rect.left += fTexCoordsToChopOff/2;
g.rect.right -= fTexCoordsToChopOff/2;
g.Texture = m_pTexture;
g.Surface = m_pSurface;
glyphs.push_back(g);
}
g.Texture = m_pTexture;
glyphs.push_back(g);
}
}
@@ -179,6 +200,8 @@ void FontPage::SetExtraPixels(int DrawExtraPixelsLeft, int DrawExtraPixelsRight)
float ExtraRight = min( float(DrawExtraPixelsRight), (iFrameWidth-iCharWidth)/2.0f );
/* Move left and expand right. */
glyphs[i].blitSrc.left -= ExtraLeft;
glyphs[i].blitSrc.right += ExtraRight;
glyphs[i].rect.left -= ExtraLeft / m_pTexture->GetSourceWidth();
glyphs[i].rect.right += ExtraRight / m_pTexture->GetSourceWidth();
glyphs[i].hshift -= ExtraLeft;
@@ -188,8 +211,10 @@ void FontPage::SetExtraPixels(int DrawExtraPixelsLeft, int DrawExtraPixelsRight)
FontPage::~FontPage()
{
if( m_pTexture != NULL )
if( m_pTexture )
TEXTUREMAN->UnloadTexture( m_pTexture );
if( m_pSurface )
SDL_FreeSurface( m_pSurface );
}
int Font::GetLineWidthInSourcePixels( const wstring &szLine ) const